The way TileActivateSprite works, as I understand, doesn't actually use sprite names, but rather sprite categories, and activates the next one in the list (looking at code confirms this).
I don't see any particular problem (right now) with dynamic sprites being in a different category, except if you want to affect both static and dynamic sprites in a similar way, you'd have to do it in two steps. The upside of this is that you could simply define a specific dynamic sprite definition and have it automatically create a dynamic sprite collection of the same name, so you could have a sure-fire way of accessing all and only those sprites, without having to go through the work of creating an extra sprite collection in the project, and the naming would be simple.
Speaking of naming, why is it that rule names have to be unique? Couldn't the Unique ID be the order? Also, I noticed when looking at the .SGDK2 file that the rules aren't sorted by order. I did some copy/pasting to quickly make copies of similar rules directly, which works for the most part, except they weren't in order, so I had to put them in order before copying. I'm not suggesting that you need to sort them in the .SGDK2 file (though it would make sense to do so), but maybe you should have an easy way to duplicate rules, and get rid of the necessity of having all rules be uniquely named. Mostly, I can come up with a different name for each rule, but it becomes tedious to have to do so for a bunch of different but similar rules.
This post seems to have gone off on a tangent. Oh well.